#define DALI_TOOLKIT_SHADER_EFFECT_DISTANCEFIELD_H
/*
- * Copyright (c) 2020 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2021 Samsung Electronics Co., Ltd.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
*
*/
+// INTERNAL INCLUDES
+#include <dali-toolkit/public-api/dali-toolkit-common.h>
+
// EXTERNAL INCLUDES
#include <dali/public-api/object/property-map.h>
-#include <string.h>
-
-// INTERNAL INCLUDES
-#include <dali-toolkit/public-api/visuals/visual-properties.h>
namespace Dali
{
*
* @return The newly created Property::Map with the distance field effect
*/
-inline Dali::Property::Map CreateDistanceFieldEffect()
-{
- const char* fragmentShaderPrefix("#extension GL_OES_standard_derivatives : enable\n");
-
- const char* fragmentShader(
- "varying mediump vec2 vTexCoord;\n"
- "\n"
- "uniform mediump float uGlowBoundary;\n"
- "uniform mediump vec2 uOutlineParams;\n"
- "uniform lowp vec4 uOutlineColor;\n"
- "uniform lowp vec4 uShadowColor;\n"
- "uniform mediump vec2 uShadowOffset;\n"
- "uniform lowp vec4 uGlowColor;\n"
- "uniform lowp float uDoOutline;\n"
- "uniform lowp float uDoShadow;\n"
- "uniform lowp float uDoGlow;\n"
- "\n"
- "uniform sampler2D sTexture;\n"
- "uniform lowp vec4 uColor;\n"
- "\n"
- "void main()\n"
- "{\n"
- " // sample distance field\n"
- " mediump float smoothing = 0.5;\n"
- " \n"
- " mediump float distance = texture2D(sTexture, vTexCoord).a;\n"
- " mediump float smoothWidth = fwidth(distance);\n"
- " mediump float alphaFactor = smoothstep(smoothing - smoothWidth, smoothing + smoothWidth, distance);\n"
- " lowp vec4 color;\n"
- " if (uDoShadow == 0.0)\n"
- " {\n"
- " mediump float alpha = uColor.a * alphaFactor;\n"
- " lowp vec4 rgb = uColor;\n"
- "\n"
- " if (uDoOutline > 0.0)\n"
- " {\n"
- " mediump float outlineWidth = uOutlineParams[1] + smoothWidth;\n"
- " mediump float outlineBlend = smoothstep(uOutlineParams[0] - outlineWidth, uOutlineParams[0] + outlineWidth, distance);\n"
- " alpha = smoothstep(smoothing - smoothWidth, smoothing + smoothWidth, distance);\n"
- " rgb = mix(uOutlineColor, uColor, outlineBlend);\n"
- " }\n"
- "\n"
- " if (uDoGlow > 0.0)\n"
- " {\n"
- " rgb = mix(uGlowColor, rgb, alphaFactor);\n"
- " alpha = smoothstep(uGlowBoundary, smoothing, distance);\n"
- " }\n"
- "\n"
- " // set fragment color\n"
- " color = vec4(rgb.rgb, alpha);\n"
- " }\n"
- "\n"
- " else // (uDoShadow > 0.0)\n"
- " {\n"
- " mediump float shadowDistance = texture2D(sTexture, vTexCoord - uShadowOffset).a;\n"
- " mediump float inText = alphaFactor;\n"
- " mediump float inShadow = smoothstep(smoothing - smoothWidth, smoothing + smoothWidth, shadowDistance);\n"
- "\n"
- " // inside object, outside shadow\n"
- " if (inText == 1.0)\n"
- " {\n"
- " color = uColor;\n"
- " }\n"
- " // inside object, outside shadow\n"
- " else if ((inText != 0.0) && (inShadow == 0.0))\n"
- " {\n"
- " color = uColor;\n"
- " color.a *= inText;\n"
- " }\n"
- " // outside object, completely inside shadow\n"
- " else if ((inText == 0.0) && (inShadow == 1.0))\n"
- " {\n"
- " color = uShadowColor;\n"
- " }\n"
- " // inside object, completely inside shadow\n"
- " else if ((inText != 0.0) && (inShadow == 1.0))\n"
- " {\n"
- " color = mix(uShadowColor, uColor, inText);\n"
- " color.a = uShadowColor.a;\n"
- " }\n"
- " // inside object, inside shadow's border\n"
- " else if ((inText != 0.0) && (inShadow != 0.0))\n"
- " {\n"
- " color = mix(uShadowColor, uColor, inText);\n"
- " color.a *= max(inText, inShadow);\n"
- " }\n"
- " // inside shadow's border\n"
- " else if (inShadow != 0.0)\n"
- " {\n"
- " color = uShadowColor;\n"
- " color.a *= inShadow;\n"
- " }\n"
- " // outside shadow and object\n"
- " else \n"
- " {\n"
- " color.a = 0.0;\n"
- " }\n"
- "\n"
- " }\n"
- "\n"
- " gl_FragColor = color;\n"
- "\n"
- "}\n");
-
- Property::Map map;
-
- Property::Map customShader;
-
- std::string fragmentShaderString;
- fragmentShaderString.reserve(strlen(fragmentShaderPrefix) + strlen(fragmentShader));
- fragmentShaderString.append(fragmentShaderPrefix);
- fragmentShaderString.append(fragmentShader);
-
- customShader[Visual::Shader::Property::FRAGMENT_SHADER] = fragmentShaderString;
- customShader[Visual::Shader::Property::HINTS] = Shader::Hint::OUTPUT_IS_TRANSPARENT;
-
- map[Toolkit::Visual::Property::SHADER] = customShader;
- return map;
-}
+DALI_TOOLKIT_API Dali::Property::Map CreateDistanceFieldEffect();
} // namespace Toolkit